Difference between revisions of "Social Dilemmas"

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Revision as of 12:44, 12 February 2011

Choice players need to make that either set their own individual gains against each others or against the gains of a social group they belong to.

Games where players belong to teams, alliances, or other types of groups that are supposed to cooperate can cause problems for those players because they might exist actions that would benefit them individual but harm the larger group. This creates a Social Dilemmas for the players in that even though cooperation would be beneficial in the long run for all involved parties, the players' have the possibility to reaping a shorter term rewards by acting egoistically or betraying the other players.

Examples

Republic of Rome Intrigue So Long Sucker

Using the pattern

Guilds Inherent Mistrust


Creating Social Dilemmas consist creating Incompatible Goals that pair Individual Rewards or Penalties against Shared Rewards, or Penalties. These are often combined with Imperfect Information or Delayed Effects to add Tension by postponing or making it more difficult or impossible to notice how other players have acted.


Designing Social Dilemmas requires designing actions with Individual Rewards for the player who performs the action but with Shared Penalties to the other players. If the Penalties are perceived as Individual Penalties or the game state can make the Penalties only affect one player, the actions are not guaranteed to be Social Dilemmas. An example is when players have agreed to accept Tied Results but one player can perform actions leading to that player receiving all the Rewards; in this case, the dilemma is either due to the chance of gaining more Rewards than otherwise or due to making the other players received the Penalties of not receiving the anticipated Rewards. Another example is Social Organizations where the main Penalty may be social rejection and the Reward is to be able to spend time and effort on other activities. A third is Enemies that are Enemies due to misunderstandings that the players are aware of.


Character Defining Actions Internal Conflicts Loyalty

Time Limits Betrayal Cooperation Rerolls Freedom of Choice Multiplayer Games Factions Internal Rivalry Delayed Reciprocity

There are two well-known basic types of Social Dilemmas, the The Prisoners' Dilemma and The Tragedy of the Commons.

The Prisoners' Dilemma is the classic example used in game theory. The dilemma's name comes from the fictional situation of two prisoners accused of conspiring in two crimes, one minor crime for which their guilt can be proven without any confession, and a major crime for which the guilt can be proven only with one or more confessions. The prosecutor gives both prisoners the same deal: if both confess, they both go to jail for five years; if only one of them confesses, he goes free and the other goes to jail for 10 years. Finally, if both refuse to confess, they both go to jail for one year. The core of the dilemma is that even though the option where both prisoners refuse to confess is better for them, for each of them there is a risk that the other will confess, and playing it safe by confessing leads to a situation where both prisoners end up in jail for five years. The original Prisoners' Dilemma did not allow communication between the prisoners before making the choice. Allowing communication complicates the situation, but the issue of trust, and thus the Social Dilemma, still remains.

The Tragedy of the Commons[1] describes a situation where the pasture is free to use for all herdsmen of the village but where the overherding will in the end diminish the capacity of the common pasture. The dilemma arises because the benefits for each herdsman of increasing his flock of cattle is individual but the penalties of overherding are shared between all the herdsmen, and this will usually lead to a situation where overherding will result in the collapse of the whole herding business.


When using Social Dilemma in the game, one has to consider what kinds of methods for Social Interaction there are in the game, as most uses of Social Dilemma require that players have to negotiate with other players.

Situations similar to The Prisoners' Dilemma arise when there at least two players who are dependant upon the Cooperation between the players. If Cooperation is sustained without Betrayal, all the participating players progress quite well in the game. The crux of the dilemma is that the first player to stop the Cooperation receives a large pay-off at the expense of those players who are still cooperating, and if all players stop the Cooperation, all players do worse than when cooperating. To work well, the Prisoners' Dilemma requires Delayed Effects of some kind from the actions that determine Cooperation, as this will create more Tension between the players.

The Tragedy of the Commons requires that there is a Renewable and Shared Resource, which has an upper limit for the renewal rate, and that initially the use of the resource is potentially unlimited for each participating player. Of course, the use of this resource should lead to something the players perceive as a reward. One common method, and also true to the original dilemma, is to use a Converter to create higher level Individual Rewards for the players. For example, a player belonging to an Alliance in a military strategy game can use the shared cities to create troops for himself.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Social Dilemmas give players a Freedom of Choice to do actions that have Individual Rewards and Shared Penalties, but the Rewards outweigh the Penalties for the individual player. Since performing the actions is likely to cause animosity from other players, Social Dilemmas can create Emotional Immersion for all partners involved. When other players are aware of a player's Social Dilemma, even if it is only potentially a dilemma, this affects these players' Perceived Chance to Succeed with actions as well as their Risk/Reward choices.

The case of The Tragedy of the Commons where the players are able to communicate with each other, but also able to perceive that the consumption rate of the Shared Resource is higher than the renewal rate, seems in most cases to lead to a situation where Social Organizations arise spontaneously or Resources become depleted. Shared Resources and the possibility of communication by themselves support Social Interaction, of course, but this kind of dilemma situation can increase it even more. The situation at least in the first phases and without strong outside threat, will also lead to dynamics of Cooperation and Competition within the group in the form of Dynamic Alliances. It is probable that the introduction of an outside threat in this phase will stabilize the group into a Social Organization.

Tension

Relations

Can Instantiate

Tension

Can Modulate

Can Be Instantiated By

Incompatible Goals, Individual Penalties, Individual Rewards, Shared Penalties, Shared Rewards


Can Be Modulated By

Delayed Effects, Imperfect Information

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Social Dilemmas that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Hardin, G. (1968). The Tragedy of the Commons. Science, 162,1243-1248.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.